Glacier Beast, Level 11 Solo

Sir Robilar

First Post
A picture I found on DevianArt inspired me to stat up this monster. You can see the pic if you follow the link. All credits go to its creator, VegasMike:

Undead Arctic Creature by *VegasMike on deviantART

And here is my creation. I'd love to hear what you think of it:


Glacier Beast Level 11 Solo Controller
Huge Natural Animate (cold, undead) XP 3'000
Initiative +9 Senses Perception +9
Iceborn Aura (cold) aura 3; Any creature that enters or begins its turn in the aura takes 10 cold damage.
HP 570; Bloodied 285
AC 27; Fortitude 25, Reflex 25, Will 23
Immune poison, disease; Resist 20 cold, 10 necrotic; Vulnerable 5 radiant, 10 fire
Saving Throws +5
Speed 8 (ice walk)
Action Points 2
:bmelee: Maw (Standard; at-will)
+16 vs. AC; 1d10+5 damage.
:melee: Trample (Standard; at-will)
The Glacier Beast can move up to its speed and enter enemies' spaces. This movement provokes opportunity attacks, and the Glacier Beast must end its move in an unoccupied space. When it enters an enemy's space, the Glacier Beast makes a trample attack: +15 vs. Reflex; 3d8+5 damage, and the target is knocked prone.
:melee: Piercing Horn (Standard; at-will) ♦ Cold
Reach 2; +16 vs. AC; 2d8+5 damage plus 2d6 cold damage, and the target is slowed and takes ongoing 5 cold damage (save ends both). First failed Save: The target is immobilized instead of slowed and contracts ice fever (see below). Second failed Save: The target freezes into a solid block of ice and dies.
:melee: Ferocious Run (Standard; recharges when first bloodied) ♦ Cold
The Glacier Beast shifts 8 squares and makes 3 Piercing Horn attacks at any times during its move. It can attack a given enemy only once.
:close: Icy Breath (Minor; recharge :4::5::6:) ♦ Cold
Close Blast 6; +15 vs. Fortitude; 2d6+5 cold damage and all targets are pushed 4 squares.
Rift Cut (Standard; recharge :5::6:)
The Glacier Beast moves up to twice its speed and cuts a rift into an icy ground with its horn. This effectively creates a line of 13 rift spaces (omitting the final 3 spaces on which it ends its turn). The rift is one space wide and immediately breaks open to a depth of 3 squares. Its ground is difficult terrain.
Alignment Evil Languages -
Skills Athletics +15
Str 22 (+11) Dex 15 (+7) Wis 20 (+10)
Con 20 (+10) Int 6 (+3) Cha 18 (+9)


Ice fever, Level 11 Disease
The target suffers from a shivering fever and has terrible nightmares about being pierced by the Glacier Beast's horn.

Attack: +15 vs. Fortitude
Endurance improve DC 27, maintain DC 24, worsen DC 23 or lower

The target is cured --- Initial Effect: The target's speed is reduced by 1 until cured --- The target loses one healing surge and gains vulnerable 10 cold --- Final State: The target is slowed and doesn's recover healing surges from extended rests
 
Last edited:

log in or register to remove this ad

On the whole I quite like the beast.

Here are my thoughts:

HP 570; Bloodied 285
AC 27; Fortitude 25, Reflex 25, Will 23

I calculate HPs to be 580, bloodied 290
I would place the defences as something like:
AC 27; Fortitude 27; Reflex 22; Will 25

Maw (Standard; at-will)
+16 vs. AC; 1d10+5 damage.

I would change this to 1d10+6 damage (22 strength is +6 damage)

Trample (Standard; at-will)
The Glacier Beast can move up to its speed and enter enemies' spaces. This movement provokes opportunity attacks, and the Glacier Beast must end its move in an unoccupied space. When it enters an enemy's space, the Glacier Beast makes a trample attack: +15 vs. Reflex; 3d8+5 damage, and the target is knocked prone.

This seems pretty strong for an at will attack, I would consider dropping it to attack +13 vs. Reflex and 3d6+6 damage or maybe 2d8+6 damage.

Piercing Horn (Standard; at-will) Cold
Reach 2; +16 vs. AC; 2d8+5 damage plus 2d6 cold damage, and the target is slowed and takes ongoing 5 cold damage (save ends both). First failed Save: The target is immobilized instead of slowed and contracts ice fever (see below). Second failed Save: The target freezes into a solid block of ice and dies.

I think this would be too strong as an encounter power but as an at will it seems unfair. The maximum high end damage with an at will power this guy should be capable of is 3d6+6. (maybe 3d8+6 if he were a brute). But this power is doing 2d8+5+2d6 and slow and 5 ongoing cold.

Then you add on the fail 2 saves and you die and it all gets a bit too much. It is not that uncommon for PCs to fail 2 saves in a row. I would consider changing this to something like 10 ongoing cold damage and stunned (save ends both, -2 penalty to save)

But really I think this whole power should be redesigned, with the disease (which I like) being transmitted by more attacks, especially the Maw attack.

Ferocious Run (Standard; recharges when first bloodied) Cold
The Glacier Beast shifts 8 squares and makes 3 Piercing Horn attacks at any times during its move. It can attack a given enemy only once.

If I thought Piercing Horn attack was too much as an at will standard then I think 3 attacks with it in a single turn whilst shifting about freely will cause your players to riot. (and I wouldn’t blame them)

Icy Breath (Minor; recharge ) Cold
Close Blast 6; +15 vs. Fortitude; 2d6+5 cold damage and all targets are pushed 4 squares.

This seems OK, I would probably change it to Close Blast 5; +13 vs. Fortitude (maybe reflex would be better for a breath attack); 2d6+2 cold damage (the +2 from its dexterity stat, though you could keep the +5 from its constitution)

Rift Cut (Standard; recharge )
The Glacier Beast moves up to twice its speed and cuts a rift into an icy ground with its horn. This effectively creates a line of 13 rift spaces (omitting the final 3 spaces on which it ends its turn). The rift is one space wide and immediately breaks open to a depth of 3 squares. Its ground is difficult terrain.

This is a really good idea for a power, double move seems like a long way but as it doesn’t appear to do any damage with the attack it isn’t unbalanced.

Maybe you could reduce it to a standard move distance and include it in the trample attack.

I know from this post I do seem to be commenting on every aspect of the creature but I do like it as a concept, and with a bit of work it could make up part of a great encounter.
 

Thanks a lot for your constructive feedback! This is how I changed it. As always I'd be thankful for your opinions.


Glacier Beast
Level 11 Solo Controller

Huge Natural Animate (cold, undead) XP 3'000
Initiative +9 Senses Perception +9
Iceborn Aura (cold) aura 3; Any creature that enters or begins its turn in the aura takes 10 cold damage.
HP 580; Bloodied 290
AC 27; Fortitude 27, Reflex 22, Will 25
Immune poison, disease; Resist 20 cold, 10 necrotic; Vulnerable 5 radiant, 10 fire
Saving Throws +5
Speed 8 (ice walk)
Action Points 2

:bmelee: Slashing Horn (standard; at-will) - Cold
Reach 2; +16 vs. AC; 1d8+6 damage plus 1d6 cold damage and the target contracts ice fever (see below).

:melee: Trample (standard; at-will)
The glacier beast can move up to its speed and enter enemies' spaces. This movement provokes opportunity attacks, and the glacier beast must end its move in an unoccupied space. When it enters an enemy's space, the glacier beast makes a trample attack: +13 vs. Reflex; 2d8+6 damage, and the target is knocked prone.

:melee: Ferocious Run (standard; recharges when first bloodied) - Cold
The glacier beast shifts 8 squares and makes 3 Slashing Horn attacks at any times during its move. It can attack a given enemy only once.

:melee: Piercing Horn (standard; recharge :5::6:) - Cold
Reach 2; +16 vs. AC; 2d8+6 damage plus 2d6 cold damage, and the target takes ongoing 5 cold damage (save ends) and contracts ice fever (see below). First failed Save: The target is slowed (save ends slowed and ongoing cold damage). Second failed Save: The target is stunned instead of slowed and takes ongoing 10 cold damage (save ends both). If the cold damage reduces the target to 0 hit points or below, the target freezes into a solid block of ice and dies.

:close: Icy Breath (minor; recharge :4::5::6:) - Cold
Close Blast 5; +13 vs. Reflex; 2d6+2 cold damage and all targets are pushed 4 squares.

Rift Cut (move; encounter)
The glacier beast moves up to twice its speed and cuts a rift into an icy ground with its horn. This effectively creates a line of 13 rift spaces (omitting the final 3 spaces on which it ends its turn). The rift is one space wide and immediately breaks open to a depth of 3 squares. Its ground is difficult terrain.

Alignment Evil Languages -
Skills Athletics +15
Str 22 (+11) Dex 15 (+7) Wis 20 (+10)
Con 20 (+10) Int 6 (+3) Cha 18 (+9)


Ice fever, Level 11 Disease
The target suffers from a shivering fever and has terrible nightmares about being pierced by the Glacier Beast's horn.

Attack: +15 vs. Fortitude
Endurance improve DC 27, maintain DC 24, worsen DC 23 or lower

The target is cured --- Initial Effect: The target's speed is reduced by 1 until cured --- The target loses one healing surge and gains vulnerable 10 cold --- Final State: The target is slowed and doesn's recover healing surges from extended rests
 
Last edited:

Hey there!

This looks pretty cool- a good, tough challenge. I've got one or two bits of feedback for you:

Vulnerable 5 radiant, 10 fire

I'd say make the vulnerability to radiant a little higher; most undead have vulnerable 10 or more, even at mid-heroic tier.

:melee: Piercing Horn (standard; recharge :5::6:) - Cold
Reach 2; +16 vs. AC; 2d8+6 damage plus 2d6 cold damage, and the target takes ongoing 5 cold damage (save ends) and contracts ice fever (see below). First failed Save: The target is slowed (save ends slowed and ongoing cold damage). Second failed Save: The target is stunned instead of slowed and takes ongoing 10 cold damage (save ends both). If the cold damage reduces the target to 0 hit points or below, the target freezes into a solid block of ice and dies.

I really like the way you reworked this- it seems like an awesome approach to slow-killing-cold effects to me!

Rift Cut (move; encounter)
The glacier beast moves up to twice its speed and cuts a rift into an icy ground with its horn. This effectively creates a line of 13 rift spaces (omitting the final 3 spaces on which it ends its turn). The rift is one space wide and immediately breaks open to a depth of 3 squares. Its ground is difficult terrain.

I'm not entirely certain how this works. If it is a rift 1 space wide adn 3 squares deep, shouldn't it be something pcs have to leap across or something? Why is it difficult terrain?

Personally, I like the idea of something like this:

Rift Cut (move; encounter)
The glacier beast moves up to twice its speed and cuts a rift into an icy ground with its horn. This effectively creates a line of 13 rift spaces (omitting the final 3 spaces on which it ends its turn). The rift is two squares wide and immediately breaks open to a depth of 3 squares. Leaping across the rift requires an Athletics check, DC 20, and squares adjacent to the rift count as difficult terrain. Moreover, creatures moving across the rift take 10 points of cold damage.


Ice fever, Level 11 Disease

Very cool use of the disease track. I am gonna steal the disease and creature both for my campaign. Thanks! :)
 

Thanks for your suggestions and honoring me by stealing my creation :p

You're right about the vulnerabilities. I'll change it to vulnerable 10 radiant.

The Rift Cut ist actually meant as you suggested. You have to jump over the rift, but if you fail in doing so (or if you're being blown down by the monster's icy breath) you fall down 3 squares and land on the indicated difficult terrain (so the difficult terrain is at the ground of the rift). I should have been clearer there but my English isn't the best. I think I'll use your rewording but stop after "Leaping across the rift requires an Athletics check" as I don't want it to become too complicated.
 

I like it!

As always, when I like a creation, I format it for my own use. I always share my efforts so here you go.

As an aside, i plan on using this vicious thing as an encounter in a PbP game I am running. If you'd like, I'll post you a link to it at that time.

Oh, and I made the two changes you mentioned in your last post, for the print copy

EDIT-I had formatting errors
 

Attachments

Last edited:

Wow, that is nice! I guess now I won't have to do the final editing myself, as I can simply use your version. Thanks! Btw, where can I find your other shared creatures?

I'd really like to hear from your Pbp game! What level is your group? I'm preparing to run this beast against my group soon but as they are all Level 8 it might turn out as very deadly. But aaaah who cares... :devil:
 


Wow, that is nice! I guess now I won't have to do the final editing myself, as I can simply use your version. Thanks! Btw, where can I find your other shared creatures?

I'd really like to hear from your Pbp game! What level is your group? I'm preparing to run this beast against my group soon but as they are all Level 8 it might turn out as very deadly. But aaaah who cares... :devil:

I don't have anything much that is shared at the moment...I did do a PDF for the Smashing Weapons thread and the Half-dwarves thread, but that's about it for the moment....I've kinda been away from here for a while and am just getting back.

My group is over at Myth-Weavers, and they are level 11 actually (just started the campaign). It won't be very long before I use it, as they need something kinda hard-hitting right out of the gate :devil:

I subscribed to this thread and will keep you informed.

EDIT-oh, if it still works, there was a lot of pretty good stuff in those old 4E compilations I put together a long time ago. Links still in my sig, can't bring myself to remove it.
 

Ahh, now that makes sense... got it, the terrain inside the rift was what you meant. :)

Thanks for posting this thing- it really is a cool, fun-looking monster, and it even has a picture! :D
 

Remove ads

Top